Update: Voting is now open from May 29th to June 4th! Scroll down to the voting section to cast your votes.
The judges have done their work and the sixteen TeamLiquid Map Contest #18 finalists have been determined!
Before revealing the finalists, we'd like to once again thank Monster Energy for being the presenting sponsor of TLMC #18. New maps play a crucial part in keeping the StarCraft II scene feeling fresh and exciting, and thanks to Monster, TLMC was able to continue its search for the best competitive maps into its twelfth year.
Voting will be open between May 29 - June 4. Before then, you can see the finalist maps in action in the WardiTV TLMC Test Tournament (May 23-28).
Here are some final notes as we announce the finalists.
Hecate is a standard map with 14 bases, two of which have 4 blue-4 gold mineral patches and 2 normal geysers.
The ramp in front of the natural is partially blocked with 6x6 rocks to help with the relatively short 29 second natural-to-natural rush distance. The most distinctive features of the map are three narrow bridges that connect wider paths.
Map Features
Click to expand
Your station has an infestation. Can you eliminate it?
Map Features
Click to expand
A standard map with a preferred triangular 3rd base and a relatively short rush (30s) rush distance for the category. The linear 3rd has open high ground in front of it from where it can be attacked, but to help with a surround you can destroy some rocks to open up the high ground for easier access.
There are 8 bases per player, 2 of which are unusual. One is a forward high ground base with a blocked off purple geyser, and right below it there is a gold base along the Sidetrack of the map.
Map Features
Click to expand
Oceanborn is a standard map set in an underwater world. The map features 14 blue bases in total, rocks that can be destroyed to open up paths around the map and plenty of line of sight blockers to hide your units behind.
There is no Overlord pillar at the natural and there is also a good amount of airspace around the main and natural.
Map Features
Click to expand
Sleepwalker is a standard map with 14 bases total and two third base options.
No Overlord pillar at the natural. Line of sight blockers are situated along the main lowground path. Destructible rocks are found on some of the ramps leading to and from some of the expansions and the very middle of the map.
Map Features
Click to expand
In a place retaken by nature, two ridges cut through the terrain, dividing the map in two. The small ramps outside the natural expansions are blocked by weakened debris, begging to be cracked open. Due to the map's expansion pattern and the attack paths leading to the natural expansion, army positioning and high mobility will become keys to success as the game progresses.
Notable features:
Map Features
Click to expand
A short map where the 3rd bases are protected by rocks.
The paths to the 3rd bases naturally diverge and make armies explore the map, which creates dynamic play.
Map Features
Click to expand
Acceleration zones help small armies get to the opponent quicker and surround siege units hiding behind the big pillars.
To open the map up in the later game two long rocks in the middle can be destroyed.
Map Features
Click to expand
Short rush distance and multiple paths will force players to split their armies or take the forward base that secures the natural high ground and cuts off the main attack path in order to defend.
Features:
Map Features
Click to expand
Institute is a 16 base macro map with a lot of expansions close to each other, but with a very short rush distance. There are 3 potential options for 3rd base, a walled off second entrance to the natural is leading to one of them.
Note: Because of the mineral wall, blink options are limited so Stalkers can't blink directly to the main from the walled-off third base. They can double-Blink using Reaper cliff or try getting to the natural first.
Map Features
Click to expand
Calliope is a macro map with 16 bases. There are 2 gold expansions with one gas each, located in the middle section of the map, far away from main bases and can be reached from multiple directions. Reaper cliffs connect the main with both the triangle 3rd and 4th base. There's also a small Reaper ledge connecting natural and triangle 3rd, which can be walled off with one 2x2 building.
Note: There's not a lot of room for blinking, but Stalkers can blink from behind the triangle 3rd minerals or use the Reaper cliff.
Map Features
Click to expand
Shipping news is a 4-level macro category map. It was created to enlight an old idea and revive the hybrid mineral bases. The idea is that the 6-patch (3 gold, 3 blue) hybrid base has the same mineral income as a 'normal' base, but with less workers needed.
The hybrid base only has one gas, and is placed between the natural and third. Players might want to skip the natural base in order to get a hybrid base first for some sort of early aggression that's mineral-heavy (like 2 base all-in or timing attack). But it has only one Vespene geyser because we need to prevent any type of early gas-type build orders and any form of disadvantage for Terran players.
For the rest the map has a defensive and technical layout. The triangle third has an additional narrow path with a slow zone. It was created in order to have easy access to Xel’Naga tower, and a slow zone should stop an opponent from sneaking in.
Xel’naga towers give you full control over the center of the map but not high grounds.
The front ramp that leads to the hybrid/natural base is blocked by 6x6 rocks.
Map Features
Click to expand
Goldenaura is a macro map with diagonal symmetry. It features a total of 13 blue bases and one golden base in the bottom left corner of the map.
No Overlord pillar right at the natural. There are two Xel'naga towers, one at the high ground near the gold base and another at the lowground in the top right. There is also a good amount of airspace around the map. In the middle of the map there is a 'ramphill.'
Map Features
Click to expand
This map has standard opening and expansion setups around edges of the map.
What's unique on this map are the Slow Zones and Rock Towers/Collapsing Rocks and their interaction. Should a Rock Tower be destroyed on this map, they will fall on the Slow Zone and destroy them, completely sealing off the path or creating a choke point.
However, another twist on this map is the central area with two highground ledges which contain a Xel'Naga Tower each. These Xel'Naga Towers provide complete vision of the middle while truly reinforcing high ground advantage in the middle.
Map Features
Click to expand
Equilibrium is a mirror-symmetry macro map with many bases in close proximity. The most notable feature is the rich expansion located nearby, boasting six rich patches and a rich geyser. However, the expansion is placed in a rather exposed area that also serves as a pathway, so tread carefully. Another feature is the destructible rocks that split the entry to the high ground third, making the entry a focal point until the rocks are taken down.
Features Description:
Map Features
Click to expand
Map Features
Click to expand
Stadium is a map of normal distance with some irregular features.
Map Features
Click to expand
Voting is open for
Public voting via TL.net determines the final rankings in TLMC #18. All sixteen finalists, as selected by the judges, receive $200 per winning entry. The top five entrants, as determined by public vote, will be awarded additional winnings as follows:
Maps that place high in TLMC #18 are not guaranteed to be added to the competitive ladder. ESL will reference the finalists, as well as other highly rated runner-up maps, and choose which maps to add at its own discretion.
Prize money has been provided by Monster Energy, and we thank them for their support of the map making community.
The judges have done their work and the sixteen TeamLiquid Map Contest #18 finalists have been determined!
Before revealing the finalists, we'd like to once again thank Monster Energy for being the presenting sponsor of TLMC #18. New maps play a crucial part in keeping the StarCraft II scene feeling fresh and exciting, and thanks to Monster, TLMC was able to continue its search for the best competitive maps into its twelfth year.
Voting will be open between May 29 - June 4. Before then, you can see the finalist maps in action in the WardiTV TLMC Test Tournament (May 23-28).
Here are some final notes as we announce the finalists.
- Monster Energy elements have been added to the maps for the WardiTV TLMC Test Tournament.
- All maps are accompanied by comments from the map-maker.
- The maps are listed in random order and do not reflect their score in judge voting.
- Three maps are selected per category based on judging. Then, four additional "judges' picks" selections are given to the remaining maps with the highest scores.
- As was the case with NeoHumanity from TLMC #17, ESL will continue to consider maps outside the sixteen finalists for inclusion in the competitive map pool.
Standard
+2 Judges' picks
Medium sized maps. Players tend to have more flexibility on these maps to open with a wider variety of strategies and/or builds.Hecate
By: voluminHecate is a standard map with 14 bases, two of which have 4 blue-4 gold mineral patches and 2 normal geysers.
The ramp in front of the natural is partially blocked with 6x6 rocks to help with the relatively short 29 second natural-to-natural rush distance. The most distinctive features of the map are three narrow bridges that connect wider paths.
Click to expand
Infestation Station
By: ZuratuYour station has an infestation. Can you eliminate it?
- Many rocks to choke up the middle for early game.
- Standard rock and mineral usage.
Click to expand
Sidetracked
By: KillerSmileA standard map with a preferred triangular 3rd base and a relatively short rush (30s) rush distance for the category. The linear 3rd has open high ground in front of it from where it can be attacked, but to help with a surround you can destroy some rocks to open up the high ground for easier access.
There are 8 bases per player, 2 of which are unusual. One is a forward high ground base with a blocked off purple geyser, and right below it there is a gold base along the Sidetrack of the map.
Click to expand
Oceanborn
By: MarrasOceanborn is a standard map set in an underwater world. The map features 14 blue bases in total, rocks that can be destroyed to open up paths around the map and plenty of line of sight blockers to hide your units behind.
There is no Overlord pillar at the natural and there is also a good amount of airspace around the main and natural.
Click to expand
Sleepwalker
By: MarrasSleepwalker is a standard map with 14 bases total and two third base options.
No Overlord pillar at the natural. Line of sight blockers are situated along the main lowground path. Destructible rocks are found on some of the ramps leading to and from some of the expansions and the very middle of the map.
Click to expand
Rush
+1 Judges' pick
Maps that favors early aggression and offensive play.Interitus
By: AgatonIn a place retaken by nature, two ridges cut through the terrain, dividing the map in two. The small ramps outside the natural expansions are blocked by weakened debris, begging to be cracked open. Due to the map's expansion pattern and the attack paths leading to the natural expansion, army positioning and high mobility will become keys to success as the game progresses.
Notable features:
- Small patches of bushes will keep players on their toes when moving through the map
- Debris can be destroyed to open another high ground attack path toward the triangular third.
- Weakened debris is blocking the smaller ramps outside the natural expansion.
Click to expand
Carnivore
By KillerSmileA short map where the 3rd bases are protected by rocks.
The paths to the 3rd bases naturally diverge and make armies explore the map, which creates dynamic play.
Click to expand
Solaris
By: KillerSmileAcceleration zones help small armies get to the opponent quicker and surround siege units hiding behind the big pillars.
To open the map up in the later game two long rocks in the middle can be destroyed.
Click to expand
Hard Lead
By: MayOnFireShort rush distance and multiple paths will force players to split their armies or take the forward base that secures the natural high ground and cuts off the main attack path in order to defend.
Features:
- Short rush distance through the vision blockers
- Free flow of units and many paths for run-bys
- Forward base that secures the natural high ground
- Xel'Naga tower that provides vision on the sides of the map, but not the center
Click to expand
Macro
+1 Judges' pick
Maps that favor defensive play and encourage players to reach end game unit compositions.Institute
By: voluminInstitute is a 16 base macro map with a lot of expansions close to each other, but with a very short rush distance. There are 3 potential options for 3rd base, a walled off second entrance to the natural is leading to one of them.
Note: Because of the mineral wall, blink options are limited so Stalkers can't blink directly to the main from the walled-off third base. They can double-Blink using Reaper cliff or try getting to the natural first.
Click to expand
Calliope
By: voluminCalliope is a macro map with 16 bases. There are 2 gold expansions with one gas each, located in the middle section of the map, far away from main bases and can be reached from multiple directions. Reaper cliffs connect the main with both the triangle 3rd and 4th base. There's also a small Reaper ledge connecting natural and triangle 3rd, which can be walled off with one 2x2 building.
Note: There's not a lot of room for blinking, but Stalkers can blink from behind the triangle 3rd minerals or use the Reaper cliff.
Click to expand
Shipping News
By: depressed1Shipping news is a 4-level macro category map. It was created to enlight an old idea and revive the hybrid mineral bases. The idea is that the 6-patch (3 gold, 3 blue) hybrid base has the same mineral income as a 'normal' base, but with less workers needed.
The hybrid base only has one gas, and is placed between the natural and third. Players might want to skip the natural base in order to get a hybrid base first for some sort of early aggression that's mineral-heavy (like 2 base all-in or timing attack). But it has only one Vespene geyser because we need to prevent any type of early gas-type build orders and any form of disadvantage for Terran players.
For the rest the map has a defensive and technical layout. The triangle third has an additional narrow path with a slow zone. It was created in order to have easy access to Xel’Naga tower, and a slow zone should stop an opponent from sneaking in.
Xel’naga towers give you full control over the center of the map but not high grounds.
The front ramp that leads to the hybrid/natural base is blocked by 6x6 rocks.
Click to expand
Goldenaura
By: MarrasGoldenaura is a macro map with diagonal symmetry. It features a total of 13 blue bases and one golden base in the bottom left corner of the map.
No Overlord pillar right at the natural. There are two Xel'naga towers, one at the high ground near the gold base and another at the lowground in the top right. There is also a good amount of airspace around the map. In the middle of the map there is a 'ramphill.'
Click to expand
Freestyle
Maps in this category explore new ideas for how StarCraft II can be played. This category is intended for unorthodox, outside-the-box maps.Harbinger
By: ShaThis map has standard opening and expansion setups around edges of the map.
What's unique on this map are the Slow Zones and Rock Towers/Collapsing Rocks and their interaction. Should a Rock Tower be destroyed on this map, they will fall on the Slow Zone and destroy them, completely sealing off the path or creating a choke point.
However, another twist on this map is the central area with two highground ledges which contain a Xel'Naga Tower each. These Xel'Naga Towers provide complete vision of the middle while truly reinforcing high ground advantage in the middle.
Click to expand
Equilibrium
By: AgatonEquilibrium is a mirror-symmetry macro map with many bases in close proximity. The most notable feature is the rich expansion located nearby, boasting six rich patches and a rich geyser. However, the expansion is placed in a rather exposed area that also serves as a pathway, so tread carefully. Another feature is the destructible rocks that split the entry to the high ground third, making the entry a focal point until the rocks are taken down.
Features Description:
- A low ground rich expansion (6 rich patches and 1 rich geyser) is located in front of the low ground third. The area also serves as a path that connects the high and low ground areas.
- Destructible rocks split the entry to the high ground third and make rotations much longer. Once destroyed, it opens up a second entry to the triangular third as well as a path down to low ground expansion.
- A watchtower is located in the upper center of the map to help with scouting.
Click to expand
Click to expand
Stadium
By: RQMStadium is a map of normal distance with some irregular features.
- Initial distance trend toward standard gameplay.
- Breaking one of the connected collapsible-terrain will break every other one at once.
- Collapsible rocks and towers are exclusive to each other.
- To block a path completely, players should break the collapsibles from both sides (left+right).
- The middle path cannot be completely blocked in this way.
Click to expand
Voting
TLMC uses a ranked preference voting system where voters assign points to their top five maps in order of preference. Please follow these instructions when voting:- You may only vote for a total of FIVE (5) maps.
- Among your top five maps picks, assign your points/votes as follows:
- Highest rated map: 5 points
- Second highest rated map: 4 points
- Third highest rated map: 3 points
- Fourth highest rated map: 2 points
- Fifth highest rated map: 1 point
- Highest rated map: 5 points
- You may only assign each specific point value once (only one map can be awarded 5 points, etc).
Vote Now!
Voting is open for
Public voting via TL.net determines the final rankings in TLMC #18. All sixteen finalists, as selected by the judges, receive $200 per winning entry. The top five entrants, as determined by public vote, will be awarded additional winnings as follows:
First - $200
Second - $125
Third - $100
Fourth - $75
Fifth - $50
Second - $125
Third - $100
Fourth - $75
Fifth - $50
Maps that place high in TLMC #18 are not guaranteed to be added to the competitive ladder. ESL will reference the finalists, as well as other highly rated runner-up maps, and choose which maps to add at its own discretion.
Prize money has been provided by Monster Energy, and we thank them for their support of the map making community.